CD3D11_VIEWPORT结构 (d3d11.h)
表示视区,并提供用于创建视区的便捷方法。
语法
struct CD3D11_VIEWPORT : D3D11_VIEWPORT {
void CD3D11_VIEWPORT();
void CD3D11_VIEWPORT(
const D3D11_VIEWPORT & o
);
void CD3D11_VIEWPORT(
FLOAT topLeftX,
FLOAT topLeftY,
FLOAT width,
FLOAT height,
FLOAT minDepth,
FLOAT maxDepth
);
void CD3D11_VIEWPORT(
ID3D11Buffer *unnamedParam1,
ID3D11RenderTargetView *pRTView,
FLOAT topLeftX,
FLOAT minDepth,
FLOAT maxDepth
);
void CD3D11_VIEWPORT(
ID3D11Texture1D *pTex1D,
ID3D11RenderTargetView *pRTView,
FLOAT topLeftX,
FLOAT minDepth,
FLOAT maxDepth
);
void CD3D11_VIEWPORT(
ID3D11Texture2D *pTex2D,
ID3D11RenderTargetView *pRTView,
FLOAT topLeftX,
FLOAT topLeftY,
FLOAT minDepth,
FLOAT maxDepth
);
void CD3D11_VIEWPORT(
ID3D11Texture3D *pTex3D,
ID3D11RenderTargetView *pRTView,
FLOAT topLeftX,
FLOAT topLeftY,
FLOAT minDepth,
FLOAT maxDepth
);
void ~CD3D11_VIEWPORT();
};
继承
CD3D11_VIEWPORT 结构实现D3D11_VIEWPORT。
成员
实例化未初始化 CD3D11_VIEWPORT 结构的新实例。
void CD3D11_VIEWPORT ( const D3D11_VIEWPORT & o)
实例化 使用 D3D11_VIEWPORT 结构初始化的 CD3D11_VIEWPORT 结构的新实例。
实例化 使用D3D11_VIEWPORT 值初始化的 CD3D11_VIEWPORT 结构的新实例。
实例化 使用 D3D11_BUFFER_RTV 值初始化的 CD3D11_VIEWPORT 结构的新实例。
实例化使用D3D11_TEX1D_RTV或D3D11_TEX1D_ARRAY_RTV值初始化的CD3D11_VIEWPORT结构的新实例。
实例化使用 2D 纹理值初始化的 CD3D11_VIEWPORT 结构的新实例。
实例化使用 3D 纹理值初始化 的 CD3D11_VIEWPORT 结构的新实例。
销毁 CD3D11_VIEWPORT 结构的实例。
注解
下面是 D3D11.h 定义 CD3D11_VIEWPORT的方式:
struct CD3D11_VIEWPORT : public D3D11_VIEWPORT { CD3D11_VIEWPORT() {} explicit CD3D11_VIEWPORT( const D3D11_VIEWPORT& o ) : D3D11_VIEWPORT( o ) {} explicit CD3D11_VIEWPORT( FLOAT topLeftX, FLOAT topLeftY, FLOAT width, FLOAT height, FLOAT minDepth = D3D11_MIN_DEPTH, FLOAT maxDepth = D3D11_MAX_DEPTH ) { TopLeftX = topLeftX; TopLeftY = topLeftY; Width = width; Height = height; MinDepth = minDepth; MaxDepth = maxDepth; } explicit CD3D11_VIEWPORT( _In_ ID3D11Buffer*, _In_ ID3D11RenderTargetView* pRTView, FLOAT topLeftX = 0.0f, FLOAT minDepth = D3D11_MIN_DEPTH, FLOAT maxDepth = D3D11_MAX_DEPTH ) { D3D11_RENDER_TARGET_VIEW_DESC RTVDesc; pRTView->GetDesc( &RTVDesc ); UINT NumElements = 0; switch (RTVDesc.ViewDimension) { case D3D11_RTV_DIMENSION_BUFFER: NumElements = RTVDesc.Buffer.NumElements; break; default: break; } TopLeftX = topLeftX; TopLeftY = 0.0f; Width = NumElements - topLeftX; Height = 1.0f; MinDepth = minDepth; MaxDepth = maxDepth; } explicit CD3D11_VIEWPORT( _In_ ID3D11Texture1D* pTex1D, _In_ ID3D11RenderTargetView* pRTView, FLOAT topLeftX = 0.0f, FLOAT minDepth = D3D11_MIN_DEPTH, FLOAT maxDepth = D3D11_MAX_DEPTH ) { D3D11_TEXTURE1D_DESC TexDesc; pTex1D->GetDesc( &TexDesc ); D3D11_RENDER_TARGET_VIEW_DESC RTVDesc; pRTView->GetDesc( &RTVDesc ); UINT MipSlice = 0; switch (RTVDesc.ViewDimension) { case D3D11_RTV_DIMENSION_TEXTURE1D: MipSlice = RTVDesc.Texture1D.MipSlice; break; case D3D11_RTV_DIMENSION_TEXTURE1DARRAY: MipSlice = RTVDesc.Texture1DArray.MipSlice; break; default: break; } const UINT SubResourceWidth = TexDesc.Width / (UINT( 1 ) << MipSlice); TopLeftX = topLeftX; TopLeftY = 0.0f; Width = (SubResourceWidth ? SubResourceWidth : 1) - topLeftX; Height = 1.0f; MinDepth = minDepth; MaxDepth = maxDepth; } explicit CD3D11_VIEWPORT( _In_ ID3D11Texture2D* pTex2D, _In_ ID3D11RenderTargetView* pRTView, FLOAT topLeftX = 0.0f, FLOAT topLeftY = 0.0f, FLOAT minDepth = D3D11_MIN_DEPTH, FLOAT maxDepth = D3D11_MAX_DEPTH ) { D3D11_TEXTURE2D_DESC TexDesc; pTex2D->GetDesc( &TexDesc ); D3D11_RENDER_TARGET_VIEW_DESC RTVDesc; pRTView->GetDesc( &RTVDesc ); UINT MipSlice = 0; switch (RTVDesc.ViewDimension) { case D3D11_RTV_DIMENSION_TEXTURE2D: MipSlice = RTVDesc.Texture2D.MipSlice; break; case D3D11_RTV_DIMENSION_TEXTURE2DARRAY: MipSlice = RTVDesc.Texture2DArray.MipSlice; break; case D3D11_RTV_DIMENSION_TEXTURE2DMS: case D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY: break; default: break; } const UINT SubResourceWidth = TexDesc.Width / (UINT( 1 ) << MipSlice); const UINT SubResourceHeight = TexDesc.Height / (UINT( 1 ) << MipSlice); TopLeftX = topLeftX; TopLeftY = topLeftY; Width = (SubResourceWidth ? SubResourceWidth : 1) - topLeftX; Height = (SubResourceHeight ? SubResourceHeight : 1) - topLeftY; MinDepth = minDepth; MaxDepth = maxDepth; } explicit CD3D11_VIEWPORT( _In_ ID3D11Texture3D* pTex3D, _In_ ID3D11RenderTargetView* pRTView, FLOAT topLeftX = 0.0f, FLOAT topLeftY = 0.0f, FLOAT minDepth = D3D11_MIN_DEPTH, FLOAT maxDepth = D3D11_MAX_DEPTH ) { D3D11_TEXTURE3D_DESC TexDesc; pTex3D->GetDesc( &TexDesc ); D3D11_RENDER_TARGET_VIEW_DESC RTVDesc; pRTView->GetDesc( &RTVDesc ); UINT MipSlice = 0; switch (RTVDesc.ViewDimension) { case D3D11_RTV_DIMENSION_TEXTURE3D: MipSlice = RTVDesc.Texture3D.MipSlice; break; default: break; } const UINT SubResourceWidth = TexDesc.Width / (UINT( 1 ) << MipSlice); const UINT SubResourceHeight = TexDesc.Height / (UINT( 1 ) << MipSlice); TopLeftX = topLeftX; TopLeftY = topLeftY; Width = (SubResourceWidth ? SubResourceWidth : 1) - topLeftX; Height = (SubResourceHeight ? SubResourceHeight : 1) - topLeftY; MinDepth = minDepth; MaxDepth = maxDepth; } ~CD3D11_VIEWPORT() {} operator const D3D11_VIEWPORT&() const { return *this; } }; |
要求
要求 | 值 |
---|---|
最低受支持的客户端 | Windows 7 [桌面应用 |UWP 应用] |
最低受支持的服务器 | Windows Server 2008 R2 [桌面应用 |UWP 应用] |
标头 | d3d11.h |